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Showing posts with label hexcrawl. Show all posts
Showing posts with label hexcrawl. Show all posts

Tuesday, September 11, 2012

Hex Crawling in Style

Haven't posted in a long time, but I had to recognize this.  Our Monday AD&D group finished their long-term mission last week, and this session was slated to be the "intermission" episode, so to speak.  I've been selling the guys on the whole hex crawl thing for months, now, and tonight was the night I had to put my money where my mouth was.  I had whipped up a quick player version of my local hex map (just masked out all the color for black and white printing, and all the areas the guys haven't gotten to, yet) and - since I didn't have any ink for the damned laser printer - fired off a copy via email to one of the guys to print at work.

I was expecting to get back 4 black and white laser printed sheets from a desktop printer.  Instead my roommate goes to the print lab at the school he does IT work for, and comes back with this monster hi-res poster map.  Looks AWESOME (and, man am I glad I sent him the vectored PNG rather than a rasterized JPG).  It really drove home the hex crawl concept, and the guys have already started making it their own with penciled-in notes and symbols for the crazy ruins and relics they've happened across (not to mention a big "LAND SHARK HERE" mark - yeah, they fought a bulette, lost a conveniently tasty halfling and a warhorse to it).  Without further ado, my awesome players' awesome player map (click for full-sized image):


Can't wait to run'em through this sucker some more, next week.

   - DYA

Sunday, March 4, 2012

Update On Not Having Any Updates


Hey, folks. If you're wondering why there's been so much gaping nothingness here, lately, it's because I'm in the home stretch to finish school. (Associate in C.S. with a concentration in Game Development and Simulation, as it happens.) After this next few weeks, things should pick up again to my usual half-assed posting schedule.


For the time being, here's some crap to hold you over: The first is some line art that I did for an Intro to Drawing class - it's a work in progress, the image here is presented before shading.





The second is a work in progress shot of the map for my Saltmarsh/southern Keoland sandbox game (a campaign we're just now getting off the ground, in the mode of Ben Robbins' West Marches campaign - basically a revolving cast/open door idea, which fits the schedules of my player base, most of whom are either in touring bands, or have crazy work schedules). It's composited together from several different sources, with my additions mostly coming out of (or based on results from) Kellri's (completely fucking essential) CDD#4 Old School Encounters
netbook.


You'll note I'm gradually overlaying my stuff on top of the underlying regional map - the end product should look an AWFUL lot like the Wilderlands of High Fantasy maps, thanks in part to the hyper-useful screentone scans found at John Cooper's website. These are a perfect match for the old-school cartography style - very inspiring. (My players, kindly stay out.)






See ya all once I'm out of this here tunnel - I can just see the light, now. ;)

- DYA

Monday, June 13, 2011

Valley of the Silver Princess (or, "How to See Gulluvia On 50cp a Day")


Running House D&D this Wednesday, or so I'm told. ("House D&D" being "Basic D&D with housemates and associates, including girlfriend-types and not specifically aimed at super grognards the way we usually roll around here".) Last time (the first time), we ran one session of the (banned) orange-cover version of B3 Palace of the Silver Princess (weirdness very much in - see HERE for details (UNLESS YOU'RE PLAYING AND THAT MEANS YOU, YOU SNEAKY ENGLISH K'NIGITS)). They spent most of the session getting there (jumping around city roofs and playing 007 before getting to the green dude with the hook), and then proceeded to make it a hundred feet or so in, blunder into a pit trap, and get their asses more or less handed to them by militaristic kobolds. Barely managing to force a failed morale check, driving the overly-effective dogmen away, the party limped back to the entrance, short a player character.

So now they're in need of warm bodies and an outfitter. (Besides the dead PC from last time, we may have one or two new players.) They're in poor shape for the "wander around until we inevitably run across imprisoned adventurers" thing, so that means travel. I'm loathe to handwave such things - sure, you can say "you get to town X with Y random encounters on the way", but I dig when things evolve a bit more organically. TO THE MAPPING CHAMBER.



I'm basing this on the overland map in (orange-cover) B3, sort-of-mostly shoehorned into the corresponding area from the Mystara map included in the D&D Rules Cyclopedia. Which is not to say I'm giving much if any weight to the Mystara stuff that's gone before - the material from B3 is pretty clearly out of line with what's been published for this area since, and I'm not a huge Mystara scholar anyway - but I figure I have the RC, and the pretty map pages in it, I may as well make use of it for the surrounding areas. Most of what I've done here is actually just North of the extreme Northwest corner of the RC Mystara map - which also means that the Western border of my map is "off the charts", even in the source material. So that's where I can get freaky-crazy - I'm envisioning a vast, weird steppes area populated by barbarians and giant animals (stolen from Judges Guild, natch), with a spice road across it and lots of "on the road" zaniness. With a nice, dangerous reputation to keep folks away from it before I've actually done any of the design work, of course. :D

With that context in mind, I spent some time mapping the locations and routes (roads, paths and rivers) from B3 onto my RC-based hex map. (Using the 5-mile Judges Guild scale for this.) (Yes I know it was supposed to be 15 miles, no I don't care.) Some map distortion crept in getting things to fit where I wanted them, but I managed to more or less preserve the distances between locations, so fuck it. From there, we have a pretty bare map. Time to flesh it out.

Using the "habitation" table from the AD&D DMG (pg. 173), I rolled the "chance of habitation" for every hex in a 15 x 15 hex area. Any weird results (assuming that the main towns were those on the map, and that there weren't a bunch of extra cities, for example) were massaged out (either moved somewhere useful, or ignored). Got a bunch of small thorps & hamlets, a ton of individual settlements / camps, and more than a few ruins. Using the "race of settlement ruler" table from Kellri's GDD#4, we find that there are a lot of displaced dwarven settlements in the area (presumably refugees from the Palace's fall) (used tons of Dwarf Fortress names for these, of course), and a couple of powerful retired adventurers living in the valley as well.

And here's where we're at (with water colored in, figuring not much there is gonna change or need erasing at this point):




With the terrain and main settlements arrived at, I have a pretty good basis to fill in the blanks with lots of results from the Judges Guild ruins & relics table, and then it's hexcrawl time. YEEAAAAAAAAHHHHHH

- DYA


Edit: I figured it'd be illuminating to include the map I based my work off of. So there.

Monday, December 14, 2009

Wilderlands of 'Hawk Fantasy - Hexcrawl Notes


In designing the wilderness area for my Greyhawk campaign, I'm finding that I have a million and one choices to make as to my "wilderness procedures", and that these will shape a) how I prepare my material, and b) how smoothly the game runs when we're in the thick of it.

It all comes down to encounter checks (of several varieties). In order to capture the level of simulation (and risk vs. reward) I'm looking for, I'm going to have time-based encounters (as per the DMG - checks at predefined intervals during the day) and exploration-based encounters (1 check for every new hex entered, probably a 1 in 6 or a 1 in 10, with the chance for encounter increased in dangerous hexes like mountains and forests). Exploration checks will draw from nearby lairs (with a chance to find the lair itself based on "% in lair"), while time-based checks will be from a terrain-based encounter table (and may add new lairs to the map, again depending on the "% in lair" rolled). Encounter checks within a few hexes of settlements will have a chance of being converted into a "patrol" encounter (which may or may not benefit the PCs, depending on what they've been up to lately), while encounters on a road or frequently-traveled trade route will use a dedicated "on the road" encounter table (which itself contains a certain chance of monster encounters).

I'm also splitting "creature checks" (monsters, travelers, patrols, etc.) from "location checks" (ruins, relics, settlements, etc.). Passing through a hex, I'll roll a "chance to spot" for each listed (and previously undiscovered) ruin or relic in the hex (setting this on-the-fly - something small but in the open would be a 1 in 6, something big a 2 in 6, a settlement 3 in 6 assuming it's out in the open, while something concealed might be a 1 in 8 or 1 in 10). Searching a hex will take as long as crossing the hex twice, and will allow another roll to spot (with the chance to spot improved by 1). If the PCs spot nothing (or they've already discovered everything in the hex), I'll roll a 1 in 6 chance to discover something new (taken from a pregenerated list of unassigned R&Rs) and add it to the hex. (I expect frequently-traveled wilderness routes will become quite detailed as the campaign matures.)

Now, I know the chances to spot something in an actual 25 square mile area are miniscule, but this is a game conceit I'm willing to live with. I'm generating between 1 and 3 locations for each hex on my initial pass-through - it's to be assumed each hex contains many more than this, and that the others will be added on subsequent passes (once the pregenerated ones are discovered). This is all conjecture until it actually sees play, of course - I'll hopefully get to try it Tuesday, and I'll check in to report how it goes. I'm aiming to have three full "Darlene hexes" (the 30-mile hexes from the folio map) detailed at "Wilderness Grand Tactical" scale (5-mile hexes) by then, and I'll let the players know that if they get off that map, then the FPS (fights per second) of the game is going to slow drastically (while I whip up new crap).

-DYA